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Munchausen problem.
Hi guys! I have a problem with forces here. On video below you can find a model (without gravity) with engine (box with red and green squares). This engine rotate connected to him detail (with AddTorque), and everything is alright until this detail dont touch the other part of model, which is engine connected. In reality when this detail hit the other part, it must just stop and dont rotate the all model, because the engine itself also rotates other direction with the same force. But when i write the script, which rotate engine in other direction it didnt help.
I don't know if its what you want but if you don't want a rigidbody to stop rotating in one axis you can freeze this axis in the rigidbody component settings
I dont see the opposition torque on your video... it should affect your model even when it doesnt touch themself (body of your object should opposite-rotate a little too). Withous it of cause you will have your $$anonymous$$unchausen effect :)
Could you show your script?
hav_ngs_ru, you are right, on video opposition torque is disabled, because after some negative tests i decided to search help on this forum. The torque from script: gameobjtor.rigidbody.AddTorque (gameobjtor.transform.right * 100f, Force$$anonymous$$ode.Force);
its difficult to find opposition torque, because every detail from model has rigidbody with mass, and they are connected to each other with joints.. and moreover i need universal solution of this problem, because it will be constructor-game and this engine you can put anywhere you like)) SO how to get rid of the $$anonymous$$unchausen effect?
afaik, your universal solution is to apply torque to rotor of engine, and opposite torque (with same value) to the stator. And then just connect parts to rotor and stator with joints. opposite torque should not depend on mass of parts.
I have made another video with opposition torque: Youtube